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																									报告翻译问题
							
						
											






- Locking the chainlink door with a padlock on the inside, making the only way forward the generator control room. That way the player can also see there is a power lever (I had a problem with a playtester not seeing there was a lever) I'm thinking about also leaving a light indicator there as well (green/red);
- In the control room, there will be an open maintenance hatch in the floor. This maintenance crawlspace will lead the player to another room;
- In this new room the crowbar will be more clearly visible, and the player will need to fight some zombies;
- The previously locked door near the original place of the crowbar will now be always unlocked, this is where the new room will be connected to the generator room;
- Now with the crowbar, the only way forward is breaking the padlock of the locked chainlink door, that way it is shown to the player that the crowbar can be used to break padlocks.
Another thing is that the place where the red valve is isn't that noticible imo, I'm thinking about making the space behind the locked chainlink fence bigger, maybe with a zombie banging in the fence. That should draw the player's attention.